Oculus Quest 2 Had More Active Monthly Users Than The Original Quest In Just Seven Weeks

Oculus Quest 2 might have had a bit of a rocky start, but Facebook has confirmed that it’s been mostly smooth sailing since then. In fact, there are more people on Oculus Quest 2 right now than there ever were on the first Oculus Quest.

Facebook Reality Labs head Andrew Bosworth recently updated Facebook’s tech blog with a recap of 2020 and what we have to look forward to in 2021. As always, Facebook is looking to “deliver meaningful social presence,” but this time they’re also going “to do so in a responsible, privacy-centric way.” That’ll be a delightful change of pace.

But besides the social stuff, Facebook “had a tremendous year” when it comes to VR. “Oculus Quest 2 is our fastest-growing VR headset,” wrote Bosworth, noting that “Quest 2 surpassed the original Quest’s monthly active people in less than 7 weeks.”

Additionally, there are now more women than ever playing on Oculus, which Facebook only knows about because every single Oculus Quest 2 owner requires a Facebook account to login, and all those Facebook accounts also include gender information. So far so good as far as privacy-centric social presence is concerned.

As for what we can expect in 2021, Facebook produced a short video ad that showcases the company’s work with augmented reality products. The whole thing looks a lot like Cyberpunk 2077, which means we’re going to get floating ads and holographic teleconferencing half a century before the game says we should have it.

Oculus may have had a good year, but it certainly hasn’t been without controversy. Facebook is currently under investigation from the Department of Justice for allegedly blocking competing products from advertising on its platform and even stealing ideas from rival developers.

And then there’s this post from a Redditor who said that they broke their neck playing Oculus and then had their Facebook account deleted “randomly.”

Even if we completely ignore these stories, VR still has issues with locomotion that the new Oculus Cybershoes fails to resolve. We’ve still got a long way to go before true immersion seems possible in a virtual world.

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